Hey guys,
I got a tiny Server split problem...
its at, I know where it is...., its at start...
Within the first 3 seconds it appears. The odd thing is that I do not have any triggers that is "strange looking" within the first three seconds of gametime..
Ill post those I got here ofc.
Comments: The first trigger that runs, is the one at top, then they run towards...the trigger at bottom, where the red text is, somewhere in between of those, the blue function is I dont remember if that pops up before/after the player gets disconnected , the players disconnects/server split... How I know? well, easy, "Player X has left the game" appears within those functions marked with red...So it got to be something in between of those? Right?
And yes, I did use "for each int" to add players in the playergroups, buut, I thought that might be the problem, why? Really dont know anymore...
Last; the two "alliances" and "Initialize Copy" triggers are actually from one earlier version that works... So, can any units or something cause these problems? Which one?
So, are there any thing else that can cause a server split, GUI-functions? Anyone you might know of that I dont?
My imports: loadscreen and mappreview
+rep to..........YOU!
I got a tiny Server split problem...
its at, I know where it is...., its at start...
Within the first 3 seconds it appears. The odd thing is that I do not have any triggers that is "strange looking" within the first three seconds of gametime..
Ill post those I got here ofc.
Code:
Melee Initialization Copy
Events
Map initialization
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Unit - Change ownership of Footman 0101 <gen> to Neutral Extra and Change color
Game - Display to (All players) the text: ...
Unit - Hide Undead Rifleman Cinematic Background 0016 <gen>
Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Passive) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Extra and Change color
Set boats[1] = Frigate 0031 <gen>
Set boats[2] = Frigate 0035 <gen>
Set boats[3] = Cruiser 0033 <gen>
Set boats[4] = Transport 0032 <gen>
Set boats[5] = Transport 0037 <gen>
Set boats[6] = Transport 0038 <gen>
Set goldmine = Gold Mine 0036 <gen>
Unit - Turn collision for Human Transport Ship 0006 <gen> Off
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Unit - Hide undeadboats[(Integer A)]
Quest - Create a Required quest titled Welcome with the description Welcome to another ..., using icon path ReplaceableTextures\CommandButtons\BTNShockWave.blp
Quest - Create a Required quest titled Version Updates with the description V.1 - Created on 10..., using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Quest - Create a Required quest titled Beta Testers with the description Why I needed beta t..., using icon path ReplaceableTextures\CommandButtons\BTNPeasant.blp
Unit - Hide Fountain of Power 0055 <gen>
Set regionshop[1] = Shop1 <gen>
Set regionshop[2] = Shop2 <gen>
Set regionshop[3] = Shop3 <gen>
Set regionshop[4] = Shop4 <gen>
Set regionshop[5] = Shop5 <gen>
Set regionshop[6] = Shop6 <gen>
Set regionshop[7] = Shop7 <gen>
Set regionshop[8] = Shop8 <gen>
Set regionshop[9] = Shop9 <gen>
Set regionshop[10] = Shop10 <gen>
Game - Display to (All players) the text: ...
Unit - Change ownership of Furbolg Champion 0091 <gen> to Neutral Victim and Change color
Unit - Change ownership of Murloc Mutant 0092 <gen> to Neutral Victim and Change color
Unit - Change ownership of Jungle Stalker 0093 <gen> to Neutral Victim and Change color
Unit - Change ownership of Sea Giant 0094 <gen> to Neutral Victim and Change color
Unit - Remove Peasent 0049 <gen> from the game
Unit - Remove Peasent 0048 <gen> from the game
Unit - Remove Peasent 0050 <gen> from the game
Unit - Remove Peasent 0087 <gen> from the game
Unit - Remove Peasent 0047 <gen> from the game
Unit - Remove Peasent 0046 <gen> from the game
Unit - Remove Peasent 0044 <gen> from the game
Unit - Remove Peasent 1 0088 <gen> from the game
Unit - Remove Peasent 2 0089 <gen> from the game
Unit - Hide Mortar Team 0034 <gen>
Unit - Hide Jungle Stalker 0093 <gen>
Unit - Hide Furbolg Champion 0091 <gen>
Unit - Hide Sea Giant 0094 <gen>
Unit - Hide Murloc Mutant 0092 <gen>
[COLOR="red"]Game - Display to (All players) the text: ...[/COLOR]
Code:
Dialog1
Events
[B][COLOR="Blue"]Time - Elapsed game time is 1.75 seconds[/COLOR][/B]
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + has 15 seconds to set the game option...)
Cinematic - Turn cinematic mode Off for Player Group - Player 1 (Red)
Wait 0.50 game-time seconds
Dialog - Change the title of Dialog1 to Game Options: 1/1
Dialog - Create a dialog button for Dialog1 labelled Skip all cinematics
Set Button1[5] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog1 labelled Play All Cinematics
Set Button1[1] = (Last created dialog Button)
Dialog - Show Dialog1 for Player 1 (Red)
Code:
ChurchDmg
Events
Time - Every 1.35 seconds of game time
Conditions
(Number of units in peongroup) Greater than 0
Actions
Unit Group - Pick every unit in Peongroup and do (Actions)
Loop - Actions
Unit - Cause (Picked unit) to damage (Picked unit), dealing 2.00 damage of attack type Chaos and damage type Normal
Code:
Alliances
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
[COLOR="Red"]Game - Display to (All players) the text: Alliances![/COLOR]
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Player Group - Add Player 1 (Red) to Humans) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Player Group - Add Player 2 (Blue) to Humans) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Player Group - Add Player 3 (Teal) to Humans) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Player Group - Add Player 4 (Purple) to Humans) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Player Group - Add Player 5 (Yellow) to Humans) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Player Group - Add Player 6 (Orange) to Humans) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Player Group - Add Player 7 (Green) to Humans) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Player Group - Add Player 8 (Pink) to Humans) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Player Group - Add Player 9 (Gray) to Humans) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is playing) then do (Player Group - Add Player 10 (Light Blue) to Peons) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Player Group - Add Player 11 (Dark Green) to Peons) else do (Do nothing)
If ((Player 12 (Brown) slot status) Equal to Is playing) then do (Player Group - Add Player 12 (Brown) to Peons) else do (Do nothing)
Wait 1.00 seconds
Player Group - Make Humans treat Humans as an Ally with shared vision
Player Group - Make Humans treat Peons as an Enemy
Player Group - Make Player Group - Neutral Hostile treat Peons as an Ally with shared vision
Player Group - Make Player Group - Neutral Hostile treat Humans as an Ally with shared vision
Player Group - Make Peons treat Player Group - Neutral Passive as an Enemy
Player Group - Make Peons treat Player Group - Neutral Hostile as an Ally
Player Group - Make Peons treat Humans as an Enemy
Player Group - Make Player Group - Neutral Passive treat Peons as an Enemy
Comments: The first trigger that runs, is the one at top, then they run towards...the trigger at bottom, where the red text is, somewhere in between of those, the blue function is I dont remember if that pops up before/after the player gets disconnected , the players disconnects/server split... How I know? well, easy, "Player X has left the game" appears within those functions marked with red...So it got to be something in between of those? Right?
And yes, I did use "for each int" to add players in the playergroups, buut, I thought that might be the problem, why? Really dont know anymore...
Last; the two "alliances" and "Initialize Copy" triggers are actually from one earlier version that works... So, can any units or something cause these problems? Which one?
So, are there any thing else that can cause a server split, GUI-functions? Anyone you might know of that I dont?
My imports: loadscreen and mappreview
+rep to..........YOU!